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<P><FONT face=Arial size=2><STRONG><IMG 
src="Documentation Images/Rice Video DirectX.jpg"></STRONG></FONT></P>
<P><FONT face=Arial size=2><STRONG>Combiner Type: </STRONG>This option has 
several different suboptions, that relate to how the plugin renders graphics in 
the plugin, through the DirectX rendering engine. Several different combiner 
options are available:</FONT></P>
<UL>
  <LI><FONT face=Arial size=2><STRONG>To Fit Your Video Card: </STRONG>This is 
  the default (and recommended) option.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>For Low End Video Cards: </STRONG>This is 
  for most onboard and low end video cards.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>For High End Video Cards: </STRONG>This is 
  for "high end" (even though in this day and age they are quite low-end) cards 
  such as ATI Radeon, and Nvidia GeForce 2/3/4/Ti video cards.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>For Nvidia TNT/TNT2/GF2: </STRONG>This is 
  for Nvidia video cards such as the TNT/TNT2/GeForce 2 MX/GeForce 4 MX video 
  cards).</FONT> 
  <LI><FONT face=Arial size=2>The <STRONG>Limited 2/3/4 stage combiner options: 
  </STRONG>These options are used in cases where the Nvidia drivers report the 
  wrong number needed for combiner emulation by the video card.</FONT> 
  <LI><FONT face=Arial size=2><STRONG>Pixel Shader: </STRONG>This option is for 
  any recent video card that supports pixel shaders. Some examples of video 
  cards that support&nbsp;pixel shaders&nbsp;are the GeForce FX/6/7/8 series and 
  the ATI Radeon 9600 video cards and upwards.</FONT>&nbsp; 
  <LI><FONT face=Arial size=2><STRONG>Semi-Pixel Shader: </STRONG>This option 
  only enables the use of pixel shaders when deemed important by the plugin. It 
  uses a mixture of other combiner modes too. It is for video cards that have a 
  weak implementation of pixel shaders.</FONT></LI></UL>
<P><FONT face=Arial size=2><STRONG>Swap Effect: </STRONG>This option controls 
how the DirectX render engine performs buffer swaps. Often, 
<STRONG>Flip</STRONG> is the best option.</FONT></P>
<P><FONT face=Arial size=2><STRONG>OnScreen Display: </STRONG>These options 
control whether a on screen display is shown during emulation, and what sort of 
display is shown. The options are pretty much self-explanatory, so there's no 
need for a detailed discussion on each effect.</FONT></P>
<P><FONT face=Arial size=2><STRONG>OnScreen Text Color: </STRONG>This option 
controls the color of the onscreen display. Values entered need to be in 
hexadecimal.</FONT></P>
<P><FONT face=Arial size=2><STRONG>Force Software Transformation and Lighting: 
</STRONG>This 
option forces the use of software T&amp;L. This means that all lighting 
calculations are performed in software mode (on the CPU), which means 
potentially that graphics are rendered slower than they would be in hardware 
T&amp;L (recommended). <STRONG>Note: This option is unavailable in the 
development branch plugin</STRONG>            
            
            
 </FONT></P>
<P><FONT face=Arial><FONT size=2><STRONG>Use Software Vertex Clipper:</STRONG> 
This is a advanced option. If set, the option will force all clipping operations 
to run on the CPU. This method requires a fast CPU, and its often needed for new 
and recent video cards.</FONT></FONT></P>
<P><FONT face=Arial size=2><STRONG>Full Screen Anti-Aliasing: </STRONG>This option, when used, 
will reduce the amount of "jaggies" present of graphics edges. Please note, due 
to hardware limitations, FSAA will not work on framebuffer effects. 
<STRONG>Note: This option is unavailable in the development branch 
plugin</STRONG> 
            
            
 </FONT></P>
<P><FONT face=Arial size=2><STRONG>Anisotropic Filtering:</STRONG> This option, 
when used, will enable anisotropic filtering. The level&nbsp;of graphics 
filtering&nbsp;possible depends on your video card's 
capabilities.</FONT></P>
<P><STRONG></STRONG>&nbsp;</P> </FONT></body>
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